Surprise! Don’t lie, you didn’t think you’d get patch notes this week.
These are lighter, sure, but Patch 1.01 continues our effort to improve performance, this time focused on a smoother combat experience as well as additional support for high spec machines.
Our new mode, Spike Rush, gets an injection of new Orb types to play with. For example, a Golden Gun Orb that lets you one-shot anybody with the quickness.
Also, Sage gets a nerf. Promise we’re not picking on healers.
As a Sentinel, Sage is supposed to be most effective when defending territory that she already controls. The 20m cast range was allowing Sage to aggressively take control of neutral territory in a way that was inappropriate for her role in Valorant. This range reduction aims to keep her strong while defending territory but reduce her efficacy at taking ground.
C - Barrier Orb
Range Barrier Orb cast range reduced 20 >>> 10 meters
Our performance work this patch primarily focuses on improving performance during combat and general performance improvements for high spec machines. The game should feel even smoother in combat and many scenes will likely have higher average FPS depending on your spec.
Combat Perf : We were able to fix a number of things causing dips during combat.
Skins for 9/10 players were failing to pre-load in the game. The first time you’d come across these skin in-game you’d experience a drop in framerate.
Reduced frame dips that would occur when a kill callout was added or removed to the hud.
Improved the performance of the Viper specific HUD elements which had some performance issues.
+FPS on Mid to High Spec : We were able to improve CPU bottlenecks in a few places across the code as well. Lower spec machines may still benefit from some of these improvements but would only see the gains during combat.
Added multithreaded rendering support for high end machines. If your machine meets the requirements to benefit from multithreaded rendering, you'll see a new option to turn it on or off in the Graphics Quality menu. It's on by default for these machines
Multithreaded rendering improves performance in scenes where the cost of managing objects that need to be rendered exceeds the cost of the game simulation and the cost of actually rendering the scene on the GPU. These conditions most commonly occur when moving through scenes with lots of objects visible (ex. Split attacker spawn) and in cases where the game simulation doesn't require much work (ex. practice range, out of combat gameplay, etc.).
Multithreaded vision cones; minimap vision cones will now compute on another thread, if it's able to
Large VFX passes across all maps, this reduced the CPU side cost of these particles by allowing the GPU to do more of the simulation
Reworked client performance Stats to include more detailed breakdown of frame times
Fixed issue where translucent particles, like smoke layers, would show through Reyna’s Nearsight.
Fixed VFX that obscured Reyna’s screen if she scoped while healing
Reyna’s overheal health no longer incorrectly shows 151 total when maxed
Cypher Spycameras placed on the teleporter door frames on Bind no longer teleport it’s view location underground
Cypher’s Cyber Cage no longer holds the teleporter doors on Bind open
The Area-of-Effect indicators for Sova’s Recon Bolt and Reyna’s Leer now only show up on the enemy’s minimap if the player or their allies are close to the affected area
Fixed input and other various pieces of Agent control UI showing up for spectators
Fixed a bug where dead player's 1st-person arms would appear to be floating in the air
Fixed a bug where activating a spray could exit ADS while firing
Fixed a bug with the Bullet Tracers setting, having this setting active used to also disable muzzle flash on some weapons in addition to tracers
Fixed an issue with the mouse cursor flickering when moving it over the scoreboard
Fixed an issue with milliseconds in the round timer not being accurate
Fixed an issue with some keybindings not displaying keybinding conflicts warnings correctly
Fixed an Observer bug where the first person being observed in the game did not have a character portrait
Fixed an issue with automatic weapons rarely not displaying tracers or audio effects when fired in short bursts
Fixed a bug where the defuse bar was duplicated
Fixed voice input/output devices and settings not persisting across sessions
Fixed a slew of localization issues across end of game screens
Fixed a handful of visual issues across end of game screens
Fixed an issue whispering players of the same name/general DM improvements
Improved chat service error messaging
Settings menu is now letterboxed as intended
While on the Agents page, clicking on COLLECTION now correctly navigates back to the Arsenal page